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Posts posted by existenceproof

  1. Hey All, 


    I'm looking to create a stroke on effect with multiple lines offset in time. I found a thread here that showed a technique for offsetting animated points in a foreach loop but I wasn't able to get it working with my current set up. I believe it's because the point number is changing due to the carve sop but admittedly I don't have very much experience building something like this. Attached is a file, I'd really appreciate any help or advice. 








  2. 3 minutes ago, anim said:

    those squares are just sprite visualisation of points, which exist on grains as point attribs and also detail to show all points, so after merging with cloth all points will be additionally visualized as sprites, which without a texture is just a square


    the collision is unrelated to the visualization, your grains are simply too light to affect the cloth in any meaningful way, also their radius may be too small but that can also be your intention

    Hey Tomas, thank you for your quick reply! So if I want sand that is that granular, how would I get it to collide with the cloth? Is my best bet to give the cloth thickness in post or is there a better way?

  3. Hello all, 


     I'm attempting to combine vellum cloth and grains on the sop level but a few things look strange. When I merge them before the solver (like I've done in the past with multiple pieces of cloth) it looks like the grains add little square boxes onto the cloth mesh. I'm guessing these are the grain constraints but I'm not sure. Also, when I run the sim the grains stay above the cloth, never actually colliding with it. I assume the two things are related but I haven't been able to sort it out. Does anyone have any ideas? Thanks in advance.




  4. Hey all, 

    I have a simulation of two pieces of vellum cloth I've glued together. After the sim I would like to snap the points together to make sure there aren't any gaps. It looks good on the first frame but once it starts moving the points update and cause a flicker. Is there anyway to snap the points and keep them snapped? Or is there a better way to do this? I've attached a simplified file, the original sim has more points and is more tangled unfortunately. 



    Annotation 2020-05-19 225453.jpg

    Annotation 2020-05-19 225149.jpg

  5. 10 hours ago, Noobini said:

    keep it simple....for real that is...i mean while you're testing out stuff...don't weigh yourself down with a highres grid and all the chattels with it...planarpatch is so simple to use, change res however you like, the seams (in this case top) just work.

    then as you go for an endless tweakfest with the wind...it runs far quicker than with the highres grid.


    Thanks Noobini! I haven't used the planar patch, that works really well. I think I will adapt your naming convention as I tweak until I end up with really_really_really_really_really_ridiculously_ simple_flagwind_01 :D

  6. Hello all, 

     I'm looking to create a wind force that flows through vellum cloth in one direction. I feel like I'm getting close with offset on a pop force but it seems like the wind is moving the cloth uniformly all at once and I can't figure out how to fix that. I've attached a reference of the flowing cloth I'm trying to create and a hip of where I'm at. Any help would be greatly appreciated!



  7. Hello All,


     I'm looking to create a pile of RBD objects that are emitted and scale over time. I was able to get relatively close by watching a few tutorials and finding a thread on here where a similar question was asked. However I don't have a lot of experience with dynamics and I'm having trouble dialing in the effect. Attached is a my project file. My specific questions are:

    1. I'd like the RBD objects to start very small and then ease out to a specific scale. Is this possible with Vex?

    2. As they get bigger they get pretty unstable in my file. Which settings are causing them wiggle and explode?